use specs::prelude::*;
use specs_derive::*;
use rltk::{RGB};
use serde::{Serialize, Deserialize};
use specs::saveload::{Marker, ConvertSaveload};
use specs::error::NoError;
use std::collections::HashMap;

#[derive(Component, ConvertSaveload, Clone)]
pub struct Position {
    pub x: i32,
    pub y: i32,
}

#[derive(Component, ConvertSaveload, Clone)]
pub struct Renderable {
    pub glyph: rltk::FontCharType,
    pub fg: RGB,
    pub bg: RGB,
    pub render_order : i32
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Player {}

#[derive(Component, ConvertSaveload, Clone)]
pub struct Viewshed {
    pub visible_tiles : Vec<rltk::Point>,
    pub range : i32,
    pub dirty : bool
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Monster {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Bystander {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Vendor {}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct Name {
    pub name : String
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct BlocksTile {}

#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Pool {
    pub max: i32,
    pub current: i32
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Pools {
    pub hit_points : Pool,
    pub mana : Pool,
    pub xp : i32,
    pub level : i32
}

#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Attribute {
    pub base : i32,
    pub modifiers : i32,
    pub bonus : i32
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Attributes {
    pub might : Attribute,
    pub fitness : Attribute,
    pub quickness : Attribute,
    pub intelligence : Attribute
}

#[derive(Debug, Serialize, Deserialize, Clone, Eq, PartialEq, Hash)]
pub enum Skill { Melee, Defense, Magic }

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Skills {
    pub skills : HashMap<Skill, i32>
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToMelee {
    pub target : Entity
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct SufferDamage {
    pub amount : Vec<i32>
}

impl SufferDamage {
    pub fn new_damage(store: &mut WriteStorage<SufferDamage>, victim: Entity, amount: i32) {
        if let Some(suffering) = store.get_mut(victim) {
            suffering.amount.push(amount);
        } else {
            let dmg = SufferDamage { amount : vec![amount] };
            store.insert(victim, dmg).expect("Unable to insert damage");
        }
    }
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct LootTable {
    pub table : String
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Carnivore {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Herbivore {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Item {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Consumable {}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct Ranged {
    pub range : i32
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct InflictsDamage {
    pub damage : i32
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct AreaOfEffect {
    pub radius : i32
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct Confusion {
    pub turns : i32
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct ProvidesHealing {
    pub heal_amount : i32
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct BlocksVisibility {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Door {
    pub open: bool
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct InBackpack {
    pub owner : Entity
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToPickupItem {
    pub collected_by : Entity,
    pub item : Entity
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToUseItem {
    pub item : Entity,
    pub target : Option<rltk::Point>
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToDropItem {
    pub item : Entity
}

#[derive(Component, Debug, ConvertSaveload, Clone)]
pub struct WantsToRemoveItem {
    pub item : Entity
}

#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum EquipmentSlot { Melee, Shield, Head, Torso, Legs, Feet, Hands }

#[derive(Component, Serialize, Deserialize, Clone)]
pub struct Equippable {
    pub slot : EquipmentSlot
}

#[derive(Component, ConvertSaveload, Clone)]
pub struct Equipped {
    pub owner : Entity,
    pub slot : EquipmentSlot
}

#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum WeaponAttribute { Might, Quickness }

#[derive(Component, Serialize, Deserialize, Clone)]
pub struct MeleeWeapon {
    pub attribute : WeaponAttribute,
    pub damage_n_dice : i32,
    pub damage_die_type : i32,
    pub damage_bonus : i32,
    pub hit_bonus : i32
}

#[derive(Component, Serialize, Deserialize, Clone)]
pub struct Wearable {
    pub armor_class : f32,
    pub slot : EquipmentSlot
}

#[derive(Serialize, Deserialize, Clone)]
pub struct NaturalAttack {
    pub name : String,
    pub damage_n_dice : i32,
    pub damage_die_type : i32,
    pub damage_bonus : i32,
    pub hit_bonus : i32
}

#[derive(Component, Serialize, Deserialize, Clone)]
pub struct NaturalAttackDefense {
    pub armor_class : Option<i32>,
    pub attacks : Vec<NaturalAttack>
}

#[derive(Component, Serialize, Deserialize, Clone)]
pub struct ParticleLifetime {
    pub lifetime_ms : f32
}

#[derive(Serialize, Deserialize, Copy, Clone, PartialEq)]
pub enum HungerState { WellFed, Normal, Hungry, Starving }

#[derive(Component, Serialize, Deserialize, Clone)]
pub struct HungerClock {
    pub state : HungerState,
    pub duration : i32
}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct ProvidesFood {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct MagicMapper {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Hidden {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct EntryTrigger {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct EntityMoved {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct SingleActivation {}

#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Quips {
    pub available : Vec<String>
}

// Serialization helper code. We need to implement ConvertSaveLoad for each type that contains an
// Entity.

pub struct SerializeMe;

// Special component that exists to help serialize the game data
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct SerializationHelper {
    pub map : super::map::Map
}
